Which is why after 15 minutes in the demo I turned it off and haven't touched it since.
And I knew nearly nothing about the game before then, only saw the first trailer, never watched any gameplay or anything.
The demo very quickly and succinctly told me that the game was bad, and I'm glad that I didn't have to waste an outrageous $60 to figure that out.

Also, games need to be less fucking expensive. They should be sold straight from the developers for $30 or $40, publishers can suck it.

I will admit that after completing all the campaigns, I don't have a sudden urge to play it again anytime soon. But I would like to play it again with the partner characters the second time, because they have a slightly different weapon load-out than the main characters.

As far as survival horror is conserned, I completed Silent Hill 2 and playing through SH3. I Might want to get SH4, but so far SH3 is by far my favorite.

Which is why after 15 minutes in the demo I turned it off and haven't touched it since.
And I knew nearly nothing about the game before then, only saw the first trailer, never watched any gameplay or anything.
The demo very quickly and succinctly told me that the game was bad, and I'm glad that I didn't have to waste an outrageous $60 to figure that out.

Also, games need to be less ******* expensive. They should be sold straight from the developers for $30 or $40, publishers can suck it.

Click to expand...

I would be happy if games were sold for $60 or $70...Thats a good $30 cheaper than what we pay here now in Australia.

Which is why after 15 minutes in the demo I turned it off and haven't touched it since.
And I knew nearly nothing about the game before then, only saw the first trailer, never watched any gameplay or anything.
The demo very quickly and succinctly told me that the game was bad, and I'm glad that I didn't have to waste an outrageous $60 to figure that out.

Click to expand...

The game isn't terrible. It's actually a lot better than I thought it would be. I've stayed away from most media and I too only played about 20 minutes of Jake's demo. I did not like it at all. I decided to get it and was happily surprised. I may like it more than RE5 which isn't saying much. RE5 wasn't a bad game by any means, it just felt like a rehash. Just my 2 cents.

Which is why after 15 minutes in the demo I turned it off and haven't touched it since.
And I knew nearly nothing about the game before then, only saw the first trailer, never watched any gameplay or anything.
The demo very quickly and succinctly told me that the game was bad, and I'm glad that I didn't have to waste an outrageous $60 to figure that out.

Also, games need to be less ******* expensive. They should be sold straight from the developers for $30 or $40, publishers can suck it.

Click to expand...

I would be happy if games were sold for $60 or $70...Thats a good $30 cheaper than what we pay here now in Australia.

Which is why after 15 minutes in the demo I turned it off and haven't touched it since.
And I knew nearly nothing about the game before then, only saw the first trailer, never watched any gameplay or anything.
The demo very quickly and succinctly told me that the game was bad, and I'm glad that I didn't have to waste an outrageous $60 to figure that out.

Also, games need to be less ******* expensive. They should be sold straight from the developers for $30 or $40, publishers can suck it.

Just imagine walking the halls of the mansion. With an over-the-shoulder perspective. Aiming, walking down a corridor. You'd really be able to appreciate the environment more. And plus combat would be exponentially far superior to the classic style.

Click to expand...

Just imagine how specific camera angles can set the mood of a frame. Compare it to cinematography. How you film a scene directly impacts the experience of the viewer; use of camera angles, movement, and positioning can create feelings of tension and unease, and this is amplified with the interactivity of a video game.

Wide establishing shots can give you a sense of scale and depth of a location, allowing you to see more of and greater experience the environment. Not being tied to one over-the-shoulder perspective allows for creativeness and the staging of artistic framing. It can draw emphasis to certain points, or direct your attention away from certain points. There's simply a lot more flexibility and creative potential when a camera isn't stuck (or should I say, fixed?) behind your back.

It works both ways.

Click to expand...

But what if we just want a superior gaming experience? Aiming of your own free will = better than classic RE combat.

And to accomodate for lack of the pre-positioned cameras (don't know wth to call it), they could just make the game scary in a different way. Not that they really have to ANYWAY.

The extremely slow shooting is also extremely clunky. And the slot-machine headshot system. Once again, your free will taken away.

Just imagine walking the halls of the mansion. With an over-the-shoulder perspective. Aiming, walking down a corridor. You'd really be able to appreciate the environment more. And plus combat would be exponentially far superior to the classic style.

Click to expand...

Just imagine how specific camera angles can set the mood of a frame. Compare it to cinematography. How you film a scene directly impacts the experience of the viewer; use of camera angles, movement, and positioning can create feelings of tension and unease, and this is amplified with the interactivity of a video game.

Wide establishing shots can give you a sense of scale and depth of a location, allowing you to see more of and greater experience the environment. Not being tied to one over-the-shoulder perspective allows for creativeness and the staging of artistic framing. It can draw emphasis to certain points, or direct your attention away from certain points. There's simply a lot more flexibility and creative potential when a camera isn't stuck (or should I say, fixed?) behind your back.

It works both ways.

Click to expand...

But what if we just want a superior gaming experience? Aiming of your own free will = better than classic RE combat.

And to accomodate for lack of the pre-positioned cameras (don't know wth to call it), they could just make the game scary in a different way. Not that they really have to ANYWAY.

The extremely slow shooting is also extremely clunky. And the slot-machine headshot system. Once again, your free will taken away.

Just imagine how specific camera angles can set the mood of a frame. Compare it to cinematography. How you film a scene directly impacts the experience of the viewer; use of camera angles, movement, and positioning can create feelings of tension and unease, and this is amplified with the interactivity of a video game.

Wide establishing shots can give you a sense of scale and depth of a location, allowing you to see more of and greater experience the environment. Not being tied to one over-the-shoulder perspective allows for creativeness and the staging of artistic framing. It can draw emphasis to certain points, or direct your attention away from certain points. There's simply a lot more flexibility and creative potential when a camera isn't stuck (or should I say, fixed?) behind your back.

It works both ways.

Click to expand...

But what if we just want a superior gaming experience? Aiming of your own free will = better than classic RE combat.

And to accomodate for lack of the pre-positioned cameras (don't know wth to call it), they could just make the game scary in a different way. Not that they really have to ANYWAY.

The extremely slow shooting is also extremely clunky. And the slot-machine headshot system. Once again, your free will taken away.

Just imagine walking the halls of the mansion. With an over-the-shoulder perspective. Aiming, walking down a corridor. You'd really be able to appreciate the environment more. And plus combat would be exponentially far superior to the classic style.

Click to expand...

Just imagine how specific camera angles can set the mood of a frame. Compare it to cinematography. How you film a scene directly impacts the experience of the viewer; use of camera angles, movement, and positioning can create feelings of tension and unease, and this is amplified with the interactivity of a video game.

Wide establishing shots can give you a sense of scale and depth of a location, allowing you to see more of and greater experience the environment. Not being tied to one over-the-shoulder perspective allows for creativeness and the staging of artistic framing. It can draw emphasis to certain points, or direct your attention away from certain points. There's simply a lot more flexibility and creative potential when a camera isn't stuck (or should I say, fixed?) behind your back.

It works both ways.

Click to expand...

But what if we just want a superior gaming experience? Aiming of your own free will = better than classic RE combat.

And to accomodate for lack of the pre-positioned cameras (don't know wth to call it), they could just make the game scary in a different way. Not that they really have to ANYWAY.

The extremely slow shooting is also extremely clunky. And the slot-machine headshot system. Once again, your free will taken away.

Click to expand...

You are greatly missing the point here; your "free will" matters nothing here as they were all intentional design choices that were meant to diminish the player's sense of empowerment. They weren't technical limitations. How can you create a tense and creepy game when you can line up head shots like a pro and drop enemies before they get close enough to become a threat?

You seem to be putting undue emphasis on combat, which was never RE's focal point until RE4.

I don't think that more responsive shooting mechanics necessarily constitutes a "superior gaming experience". I like games that revolve around exploring the environment and I like games that provide goals and challenges that are unrelated to combat. RE has failed to provide either of those things since RE4 was released. In my opinion this means that the post-RE4 games are inferior gaming experiences when compared to their predecessors.

I liked re 3.5 fixed camera angles with over the shoulder aiming. If that game was 60% done i would pay 20-30 bucks for a polished version of it. Those dolls were meh but the hook man/fog enemy was interesting

Just imagine how specific camera angles can set the mood of a frame. Compare it to cinematography. How you film a scene directly impacts the experience of the viewer; use of camera angles, movement, and positioning can create feelings of tension and unease, and this is amplified with the interactivity of a video game.

Wide establishing shots can give you a sense of scale and depth of a location, allowing you to see more of and greater experience the environment. Not being tied to one over-the-shoulder perspective allows for creativeness and the staging of artistic framing. It can draw emphasis to certain points, or direct your attention away from certain points. There's simply a lot more flexibility and creative potential when a camera isn't stuck (or should I say, fixed?) behind your back.

It works both ways.

Click to expand...

But what if we just want a superior gaming experience? Aiming of your own free will = better than classic RE combat.

And to accomodate for lack of the pre-positioned cameras (don't know wth to call it), they could just make the game scary in a different way. Not that they really have to ANYWAY.

The extremely slow shooting is also extremely clunky. And the slot-machine headshot system. Once again, your free will taken away.

Click to expand...

You are greatly missing the point here; your "free will" matters nothing here as they were all intentional design choices that were meant to diminish the player's sense of empowerment. They weren't technical limitations. How can you create a tense and creepy game when you can line up head shots like a pro and drop enemies before they get close enough to become a threat?

You seem to be putting undue emphasis on combat, which was never RE's focal point until RE4.

Click to expand...

Then they can get creative. Your ammo is still limited.

And getting rid of control isn't the only way to achieve the scare factor...

RE4 DID make you feel safer... but on the other hand, it wasn't a scary game, at all.. If anything, made you feel tense, and/or uneasy. Novistadors in sewers, Regenerator, Verdugo... that's about it.

Wow,some of the complaints I hear about this game is stupid. If this game wasnt called resident evil ppl would say its a really good game cuz it is. I know it doesnt compare to their older games n lacks the horror but its still a very good game in its own right

Wow,some of the complaints I hear about this game is stupid. If this game wasnt called resident evil ppl would say its a really good game cuz it is. I know it doesnt compare to their older games n lacks the horror but its still a very good game in its own right

Click to expand...

Clearly you didnt read the complaints thoroughly enough. Especially if your retort is just that theyre "stupid"

But what if we just want a superior gaming experience? Aiming of your own free will = better than classic RE combat.

And to accomodate for lack of the pre-positioned cameras (don't know wth to call it), they could just make the game scary in a different way. Not that they really have to ANYWAY.

The extremely slow shooting is also extremely clunky. And the slot-machine headshot system. Once again, your free will taken away.

Click to expand...

You are greatly missing the point here; your "free will" matters nothing here as they were all intentional design choices that were meant to diminish the player's sense of empowerment. They weren't technical limitations. How can you create a tense and creepy game when you can line up head shots like a pro and drop enemies before they get close enough to become a threat?

You seem to be putting undue emphasis on combat, which was never RE's focal point until RE4.

Click to expand...

Then they can get creative. Your ammo is still limited.

And getting rid of control isn't the only way to achieve the scare factor...

RE4 DID make you feel safer... but on the other hand, it wasn't a scary game, at all.. If anything, made you feel tense, and/or uneasy. Novistadors in sewers, Regenerator, Verdugo... that's about it.

Click to expand...

RE4 never made me feel tense or uneasy, because I always had enough ammunition and resources to get through whatever they threw at me and I knew I'd get a least half of the resources back after looting through the remains of all the dead enemies.

The problem is the sort of control you are advocating is wrong for a horror game because it gives the player a sense of empowerment, which is a no-no in a horror game. Players are not supposed to feel confident and assured of success, and most of the action-centric mechanics RE has adopted have done just that.

You are greatly missing the point here; your "free will" matters nothing here as they were all intentional design choices that were meant to diminish the player's sense of empowerment. They weren't technical limitations. How can you create a tense and creepy game when you can line up head shots like a pro and drop enemies before they get close enough to become a threat?

You seem to be putting undue emphasis on combat, which was never RE's focal point until RE4.

Click to expand...

Then they can get creative. Your ammo is still limited.

And getting rid of control isn't the only way to achieve the scare factor...

RE4 DID make you feel safer... but on the other hand, it wasn't a scary game, at all.. If anything, made you feel tense, and/or uneasy. Novistadors in sewers, Regenerator, Verdugo... that's about it.

Click to expand...

RE4 never made me feel tense or uneasy, because I always had enough ammunition and resources to get through whatever they threw at me and I knew I'd get a least half of the resources back after looting through the remains of all the dead enemies.

The problem is the sort of control you are advocating is wrong for a horror game because it gives the player a sense of empowerment, which is a no-no in a horror game. Players are not supposed to feel confident and assured of success, and most of the action-centric mechanics RE has adopted have done just that.

Click to expand...

According to you...

You can't feel empowered. Not that that EVER crosses my mind... It's just a simple matter of game design.

Lost In Nightmares = Proof. Newer game mechanics, and it was pretty creepy. And why not just tone up the scare-factor. The horror? It's THAT simple...

Wow,some of the complaints I hear about this game is stupid. If this game wasnt called resident evil ppl would say its a really good game cuz it is. I know it doesnt compare to their older games n lacks the horror but its still a very good game in its own right

Click to expand...

Clearly you didnt read the complaints thoroughly enough. Especially if your retort is just that theyre "stupid"

Click to expand...

I wasnt just refering to this thread,in multiple threads. I just dont feel like replying to all threads.

Kinda glad I didn't buy it. Then again, I haven't bought a main series RE since RE4 (have all the older ones, though, and prefer them). At least with Umbrella Chronicles I knew exactly what to expect, but RE6 just seemed too big to live up to expectations.

Maybe, just maybe, Capcom will now see this new direction isn't working.

But still proof that superior control and horror can exist in the same game... There's nothing to here that's hard to understand... it can be done.

Click to expand...

Of course it can be done. The problem is that it's not being done. Lost in Nightmares limited your resources. The fact that you actually lost all your equipment at some point and had to go through an environment that was almost a puzzle in itself was fantastic. If they focused on that and made it into a full game, it would be awesome.

But still proof that superior control and horror can exist in the same game... There's nothing to here that's hard to understand... it can be done.

Click to expand...

Of course it can be done. The problem is that it's not being done. Lost in Nightmares limited your resources. The fact that you actually lost all your equipment at some point and had to go through an environment that was almost a puzzle in itself was fantastic. If they focused on that and made it into a full game, it would be awesome.

Still, over-the-shoulder just feels like every other boring action game out there. Why anyone would want that when they could have a more unique and fitting experience is just totally nuts.

Click to expand...

I think it's a matter of standards. Your standards for this sort of thing is different form mine and anyone else's. You think it's generic, but I like it just fine. Different strokes, brah. BTW, Dead Space does the over-the-shoulder thing and it's anything but boring. Maybe that's a different story, though.

Not according to me; according to the widely-accepted core concepts of survival horror game design. LiN, while a step up from RE4 and RE5, was still pretty poor compared to the classic games.

Click to expand...

But still proof that superior control and horror can exist in the same game... There's nothing to here that's hard to understand... it can be done.

Click to expand...

Tell it to Capcom.

TBH, I don't think what we saw in LiN would work well as a full-fledged game. I think constantly losing your gear and using the environment to kill enemies would get just as repetitive as shooting them in the face.

I'm not saying it makes the game boring, I'm saying it makes it feel like all those other games which are often boring.

Click to expand...

If it makes it feel as boring as the other games, that means it doesn't make it boring? Am I getting it right? If it MAKES it FEEL as boring as all other shooters, doesn't that automatically mean that the mechanic ACTUALLY make it boring?

Not according to me; according to the widely-accepted core concepts of survival horror game design. LiN, while a step up from RE4 and RE5, was still pretty poor compared to the classic games.

Click to expand...

But still proof that superior control and horror can exist in the same game... There's nothing to here that's hard to understand... it can be done.

Click to expand...

Tell it to Capcom.

TBH, I don't think what we saw in LiN would work well as a full-fledged game. I think constantly losing your gear and using the environment to kill enemies would get just as repetitive as shooting them in the face.

Click to expand...

I'm saying LIN proved that the game could be scary,and still use a new gameplay formula... one that doesn't carry any shortcomings of the classic style gameplay.

I don't know why you'd automatically assume that involves you losing your gear on a regular basis. That doesn't have to happen. And SHOULDN'T.

Bottom line; LIN proved that RE4/5s gameplay could be used within a horror game.

God i loved that DLC. The piano creeped me out.

Sound was excellent.

It's just a matter of even expanding further upon that.

RE6's new gameplay and control auditions are actually welcome. They work, and they're very streamlined. We just didn't get a horror game...

General consensus is that it wasn't liked and people are sick of the series selling out to the action game demograph. Half because they appreciate the diversity the older games offered (little late for that now, guys) and half because RE is such a poor, half-assed action series compared to its competition.

As for LiN it sounds more like you are thinking along the lines of what's good atmospherically for a horror game and less about what is good mechanically for it. Having RE6's level of freedom and character power doesn't work in a horror game; it is impossible to feel any sense of foreboding or tension when you are armed to the teeth and could beat Godzilla in a fistfight. You can't feel tension when you are a superhero.

I'm not saying it makes the game boring, I'm saying it makes it feel like all those other games which are often boring.

Click to expand...

If it makes it feel as boring as the other games, that means it doesn't make it boring? Am I getting it right? If it MAKES it FEEL as boring as all other shooters, doesn't that automatically mean that the mechanic ACTUALLY make it boring?

I... I made myself alittle dizzy...

Click to expand...

I never said it "makes it feel as boring as". Playing two games that have the same POV and generally the same movement style(speed/acceleration/gravity/etc.) can often feel like a similar experience, even if all the other aspects of one of those games is very good. If the other one is bad or just average or boring and you get tired of it, going back to the "good" game could instill similar feelings of apathy or frustration. That hard-to-describe "blah, I know I love this game but the thought of playing it right now makes me feel crappy" feeling that I'm sure we all get from time to time.
When every game that's out these days feels/plays so similarly(obviously I'm exaggerating, deal with it) that feeling can occur quite often and make it frustrating to be a gamer with limited access to newer games. (I don't buy many new games. They're usually too expensive and mediocre to be worthwhile.)

So, back to the point, the classic RE style was obviously a lot different from most other games, at least for me where I was comparing it with stuff like MGS, Final Fantasy, Tomb Raider, etc. All of those games feel extremely different, and as far as I can tell it's insanely hard to find such a massive contrast anymore with games that are actually really good and enjoyable.
The fact is that the control/feel of 4-5 and now 6 way more so, automatically feels like an action game. Even if what you're presented with in the game says otherwise, you can't just completely forget every one of those other action games that felt like that(or maybe you can, what do I know) and have an entirely new experience. Playing REmake feels like a survival horror game.
Sure, maybe it could have a few minor tweaks here and there to polish it up a bit and make it slightly more fluid and accessible. But changing the entire style of the game and then just slapping you down in some "creepy" location is not going to cut it, especially not using the ultra cliche controls from 6.

If they made a really fantastic Resident Evil game reminiscent of the originals but had it control like LiN, I would probably give it a try, and I might even like it. But I god damn guarantee you that I wouldn't be coming back to it 10 years later and loving it, like I can easily do with any of the classics. I might not even want to give it more than one or two playthroughs, which I've done at least every few years with the originals. And the fact that I still love them is not just nostalgia(though that clearly doesn't hurt), they're still unique and enjoyable gaming experiences. Rather than being "oh hey it's Generic Action Game X, the one that happens to be set in Location Y" or whatever. Those games have their place, and sure every once in a while it's good to just jump in and shoot some stuff to pieces, but those aren't the truly glorious experiences that got me to love gaming.

I'm not saying it makes the game boring, I'm saying it makes it feel like all those other games which are often boring.

Click to expand...

If it makes it feel as boring as the other games, that means it doesn't make it boring? Am I getting it right? If it MAKES it FEEL as boring as all other shooters, doesn't that automatically mean that the mechanic ACTUALLY make it boring?

I... I made myself alittle dizzy...

Click to expand...

I never said it "makes it feel as boring as". Playing two games that have the same POV and generally the same movement style(speed/acceleration/gravity/etc.) can often feel like a similar experience, even if all the other aspects of one of those games is very good. If the other one is bad or just average or boring and you get tired of it, going back to the "good" game could instill similar feelings of apathy or frustration. That hard-to-describe "blah, I know I love this game but the thought of playing it right now makes me feel crappy" feeling that I'm sure we all get from time to time.
When every game that's out these days feels/plays so similarly(obviously I'm exaggerating, deal with it) that feeling can occur quite often and make it frustrating to be a gamer with limited access to newer games. (I don't buy many new games. They're usually too expensive and mediocre to be worthwhile.)

So, back to the point, the classic RE style was obviously a lot different from most other games, at least for me where I was comparing it with stuff like MGS, Final Fantasy, Tomb Raider, etc. All of those games feel extremely different, and as far as I can tell it's insanely hard to find such a massive contrast anymore with games that are actually really good and enjoyable.
The fact is that the control/feel of 4-5 and now 6 way more so, automatically feels like an action game. Even if what you're presented with in the game says otherwise, you can't just completely forget every one of those other action games that felt like that(or maybe you can, what do I know) and have an entirely new experience. Playing REmake feels like a survival horror game.
Sure, maybe it could have a few minor tweaks here and there to polish it up a bit and make it slightly more fluid and accessible. But changing the entire style of the game and then just slapping you down in some "creepy" location is not going to cut it, especially not using the ultra cliche controls from 6.

If they made a really fantastic Resident Evil game reminiscent of the originals but had it control like LiN, I would probably give it a try, and I might even like it. But I god damn guarantee you that I wouldn't be coming back to it 10 years later and loving it, like I can easily do with any of the classics. I might not even want to give it more than one or two playthroughs, which I've done at least every few years with the originals. And the fact that I still love them is not just nostalgia(though that clearly doesn't hurt), they're still unique and enjoyable gaming experiences. Rather than being "oh hey it's Generic Action Game X, the one that happens to be set in Location Y" or whatever. Those games have their place, and sure every once in a while it's good to just jump in and shoot some stuff to pieces, but those aren't the truly glorious experiences that got me to love gaming.

General consensus is that it wasn't liked and people are sick of the series selling out to the action game demograph. Half because they appreciate the diversity the older games offered (little late for that now, guys) and half because RE is such a poor, half-assed action series compared to its competition.

As for LiN it sounds more like you are thinking along the lines of what's good atmospherically for a horror game and less about what is good mechanically for it. Having RE6's level of freedom and character power doesn't work in a horror game; it is impossible to feel any sense of foreboding or tension when you are armed to the teeth and could beat Godzilla in a fistfight. You can't feel tension when you are a superhero.

Click to expand...

Who says you HAVE to be armed to the teeth?

You improvise. And carry out natural changes. Things that aren't necessary.

And by gameplay, i meant literally, how the game plays.

The gameplay. The term as we know it; the game is trash...

If you're to say RE6's control isn't a huge improvement over RE4/5s, then you're mistaken.

I really don't get some of the hate that RE6 gets. RE5 was also an action shooter, but it's not getting any flak for it. RE5 tossed atmosphere out the window, bathing us in sunlight for much of the game. It only had one very poor excuse for a puzzle. It introduced enemies with guns. Some people complain, but you don't see any real hate. Nobody's rating it 4/10.

Click to expand...

I think it's more the fact that people are more sick of it at this point. RE5 got a lot more hate than RE4 for being action oriented even though RE4 started it. RE6 is now getting even more hate than RE5 for the amount of action.

Click to expand...

RE4 was a game of its own while the ones that followed couldn't strike lighting again.

General consensus is that it wasn't liked and people are sick of the series selling out to the action game demograph. Half because they appreciate the diversity the older games offered (little late for that now, guys) and half because RE is such a poor, half-assed action series compared to its competition.

As for LiN it sounds more like you are thinking along the lines of what's good atmospherically for a horror game and less about what is good mechanically for it. Having RE6's level of freedom and character power doesn't work in a horror game; it is impossible to feel any sense of foreboding or tension when you are armed to the teeth and could beat Godzilla in a fistfight. You can't feel tension when you are a superhero.

Click to expand...

Who says you HAVE to be armed to the teeth?

You improvise. And carry out natural changes. Things that aren't necessary.

And by gameplay, i meant literally, how the game plays.

The gameplay. The term as we know it; the game is trash...

If you're to say RE6's control isn't a huge improvement over RE4/5s, then you're mistaken.

Click to expand...

I'd love to see you prove it.

Then again, people would just shoot you down anyway with not liking how floaty the controls were and how broken and unintuitive the cover system was in addition to a litany of other mechanic changes they made to RE6.

I'm not saying it makes the game boring, I'm saying it makes it feel like all those other games which are often boring.

Click to expand...

If it makes it feel as boring as the other games, that means it doesn't make it boring? Am I getting it right? If it MAKES it FEEL as boring as all other shooters, doesn't that automatically mean that the mechanic ACTUALLY make it boring?

I... I made myself alittle dizzy...

Click to expand...

I never said it "makes it feel as boring as". Playing two games that have the same POV and generally the same movement style(speed/acceleration/gravity/etc.) can often feel like a similar experience, even if all the other aspects of one of those games is very good. If the other one is bad or just average or boring and you get tired of it, going back to the "good" game could instill similar feelings of apathy or frustration. That hard-to-describe "blah, I know I love this game but the thought of playing it right now makes me feel crappy" feeling that I'm sure we all get from time to time.
When every game that's out these days feels/plays so similarly(obviously I'm exaggerating, deal with it) that feeling can occur quite often and make it frustrating to be a gamer with limited access to newer games. (I don't buy many new games. They're usually too expensive and mediocre to be worthwhile.)

So, back to the point, the classic RE style was obviously a lot different from most other games, at least for me where I was comparing it with stuff like MGS, Final Fantasy, Tomb Raider, etc. All of those games feel extremely different, and as far as I can tell it's insanely hard to find such a massive contrast anymore with games that are actually really good and enjoyable.
The fact is that the control/feel of 4-5 and now 6 way more so, automatically feels like an action game. Even if what you're presented with in the game says otherwise, you can't just completely forget every one of those other action games that felt like that(or maybe you can, what do I know) and have an entirely new experience. Playing REmake feels like a survival horror game.
Sure, maybe it could have a few minor tweaks here and there to polish it up a bit and make it slightly more fluid and accessible. But changing the entire style of the game and then just slapping you down in some "creepy" location is not going to cut it, especially not using the ultra cliche controls from 6.

If they made a really fantastic Resident Evil game reminiscent of the originals but had it control like LiN, I would probably give it a try, and I might even like it. But I god damn guarantee you that I wouldn't be coming back to it 10 years later and loving it, like I can easily do with any of the classics. I might not even want to give it more than one or two playthroughs, which I've done at least every few years with the originals. And the fact that I still love them is not just nostalgia(though that clearly doesn't hurt), they're still unique and enjoyable gaming experiences. Rather than being "oh hey it's Generic Action Game X, the one that happens to be set in Location Y" or whatever. Those games have their place, and sure every once in a while it's good to just jump in and shoot some stuff to pieces, but those aren't the truly glorious experiences that got me to love gaming.